/************************************************************************************************************************/
/**	CONFIGURATION																										*/
/************************************************************************************************************************/

/* Server config				*/
/* ---------------------------- */
if SERVER then

	/* Add files for download */
	AddCSLuaFile( "shared.lua" )
	
	/* Config */
	SWEP.AutoSwitchFrom			= false					-- Auto switch from if you pick up a better weapon.
	SWEP.AutoSwitchTo			= false					-- Auto switch to if we pick it up.
	SWEP.Weight					= 5						-- Decides whether we should switch from/to this.
	
end

/* Client config				*/
/* ---------------------------- */
if CLIENT then

	SWEP.BobScale				= 1.0					-- The scale of the viewmodel bob (1.0 should be the default).
	SWEP.BounceWeaponIcon		= false					-- Should the weapon icon bounce?.
	SWEP.DrawAmmo				= true					-- Should draw the default HL2 ammo counter.
	SWEP.DrawCrosshair			= false					-- Should draw the default crosshair.
	SWEP.DrawWeaponInfoBox		= false					-- Should draw the weapon info box.
	SWEP.PrintName				= "AK47"				-- 'Nice' Weapon name (Shown on HUD).
	SWEP.Slot					= 1						-- Slot in the weapon selection menu.
	SWEP.SlotPos				= 1						-- Position in the slot.
	SWEP.SwayScale				= 1.0					-- The scale of the viewmodel sway (1.0 should be the default).
	SWEP.WepSelectIcon			= surface.GetTextureID(	-- Path to an texture. Override this in your SWEP to set the icon in the weapon selection.
									"VGUI/gfx/VGUI/=deserteagle=" )
	SWEP.CSMuzzleFlashes		= true					-- Should use Counter-Strike muzzle flashes upon firing

end

/* Shared config				*/
/* ---------------------------- */
SWEP.Base						= "weapon_bel_base"		-- Base weapon
SWEP.AdminSpawnable				= true					-- If false, admins can't spawn that weapon (you can set to false for base weapons).
SWEP.Author						= "McFly"				-- The Author of the SWEP.
SWEP.Category					= "Behind Enemy Lines"	-- The category containing that Weapon. The SWEP menu sorts all the weapons of the same category together. You can create your own.
SWEP.Contact					= ""					-- An e-mail address to contact the author.
SWEP.Folder						= ""					-- The folder in which the SWEP files are located.
SWEP.HoldType					= "pistol"				-- How the weapon is held. (pistol, smg, grenade, ar2, etc...)
SWEP.Instructions				= "Shoot to kill"		-- Short manual of how to use the weapon.
SWEP.m_WeaponDeploySpeed		= 1.5					-- Multiplier of deploy speed.
SWEP.Purpose					= "Kill enemies"		-- What the weapon is made for.
SWEP.Spawnable					= true					-- If false, players can't spawn that weapon (you can set to false for base weapons).
SWEP.ViewModel					=						-- Path to the view model (the weapon viewed from the player's point of view).
									"models/weapons/v_rif_ak47.mdl"
SWEP.ViewModelFlip				= true					-- Should the view model be flipped? (left handed weapon).
SWEP.ViewModelFOV				= 70					-- An angle of FOV used for the view model.
SWEP.WorldModel					= 						-- Path to the world model (the weapon viewed on the ground or in hands of NPCs).
									"models/weapons/w_rif_ak47.mdl"

/* Primary fire configuration	*/
/* ---------------------------- */
SWEP.Primary.Ammo				= "smg1"				-- Ammo type for the primary fire mode ("Pistol", "SMG" etc)
SWEP.Primary.Automatic			= false					-- Should the weapon keep firing if the player's mouse is still down?
SWEP.Primary.ClipSize			= 30					-- The size of a clip (how much you can shoot before you reload)
SWEP.Primary.DefaultClip		= 30					-- The default amount of ammo to give when you get the weapon

/* Secondary fire configuration	*/
/* ---------------------------- */
SWEP.Secondary.Ammo				= "none"				-- Ammo type for the secondary fire mode ("Pistol", "SMG" etc)
SWEP.Secondary.Automatic		= false					-- Should the weapon keep firing if the player's mouse is still down?
SWEP.Secondary.ClipSize			= -1					-- The size of a clip (how much you can shoot before you reload)
SWEP.Secondary.DefaultClip		= -1					-- The default amount of ammo to give when you get the weapon

/* Custom configuration			*/
/* ---------------------------- */
SWEP.MuzzleEffect				= "rg_muzzle_pistol"	-- The effect to use when you shoot
SWEP.Primary.Sound				= "weapons/ak47/ak47-1.wav"	-- The sound it makes when you shoot.
SWEP.Secondary.Sound			= ""					-- The sound it makes when you shoot.
SWEP.Primary.EmptySound			= 						-- The sound it makes when you shoot and clip is empty.
									"weapons/ClipEmpty_Rifle.wav"
SWEP.Secondary.EmptySound		= ""					-- The sound it makes when you shoot and clip is empty.
SWEP.DeploySound				= 						-- The sound it makes when it is deployed
									"weapons/ak47/ak47_boltpull.wav"
SWEP.ClipOutSound				= 						-- The sound it makes when the clip is removed
									"weapons/ak47/ak47_clipout.wav"
SWEP.ClipInSound				= 						-- The sound it makes when the clip is inserted
									"weapons/ak47/ak47_clipin.wav"
SWEP.SlideBackSound				= 						-- The sound it makes when the slide is pulled back
									"weapons/ak47/ak47_boltpull.wav"
SWEP.ClipOutTime				= 0.2					-- Time at which clip is removed
SWEP.ClipInTime					= 1.15					-- Time at which clip is inserted
SWEP.SlideBackTime				= 1.8					-- Time at which slide is pulled back
SWEP.ReloadTime					= 2						-- Reload duration

/* Iron sights					*/
/* ---------------------------- */
SWEP.IronSights					= {}
SWEP.IronSights.Enabled			= true					-- Whether the weapon allows iron sights or not.
SWEP.IronSights.FOV				= 55					-- FOV change when using iron sights.
SWEP.IronSights.Position		= 						-- The position offset for the iron sights.
									Vector( 6.12, -3.7, 2.38 )
SWEP.IronSights.Angles			= 						-- The angle offset for the iron sights.
									Vector( 2.51, -0.01, 0.72 )
SWEP.IronSights.Time			= 0.2					-- How long it takes in seconds to turn iron sights on / off.
SWEP.IronSights.SoundIn			= 						-- Sound played when turned on
									"ambient/materials/rock4.wav"
SWEP.IronSights.SoundOut		= 						-- Sound played when turned off
									"ambient/materials/rock4.wav"
									
/* Holster						*/
/* ---------------------------- */
SWEP.HolsterInfo				= {}
SWEP.HolsterInfo.Enabled		= true					-- Is holster enabled ?
SWEP.HolsterInfo.FOV			= 0						-- FOV change when holstered.
SWEP.HolsterInfo.Position		= Vector( 0, -2, 2 )	-- The position offset when holstered.									
SWEP.HolsterInfo.Angles			= Vector( -20, -25.21, 0 )	-- The angle offset when holstered.									
SWEP.HolsterInfo.Time			= 0.3					-- How long it takes in seconds to turn holster on / off.
SWEP.HolsterInfo.SoundIn		= 						-- Sound played when turned on
									"ambient/materials/rock4.wav"
SWEP.HolsterInfo.SoundOut		= 						-- Sound played when turned off
									"ambient/materials/rock4.wav"
									
/* When running					*/
/* ---------------------------- */
SWEP.RunInfo					= {}
SWEP.RunInfo.Enabled			= true					-- Is player running ? ?
SWEP.RunInfo.FOV				= 0						-- FOV change when running.
SWEP.RunInfo.Position			= Vector( -1.84, -4.45, 1.49 )	-- The position offset when running.									
SWEP.RunInfo.Angles				= Vector( -6.24, -42.55, 0 )	-- The angle offset when running.									
SWEP.RunInfo.Time				= 0.3					-- How long it takes in seconds to turn running on / off.
SWEP.RunInfo.SoundIn			= 						-- Sound played when turned on
									"ambient/materials/rock4.wav"
SWEP.RunInfo.SoundOut			= 						-- Sound played when turned off
									"ambient/materials/rock4.wav"
									
/* When a wall is close			*/
/* ---------------------------- */
SWEP.WallInfo					= {}
SWEP.WallInfo.MinPosition		= Vector( -0.04, -5.21, 0.89 )	-- Position when holstered against a wall.
SWEP.WallInfo.MinAngles			= Vector( -5.73, -29.82, 10.98 )	-- Angles when holstered against a wall.
SWEP.WallInfo.MaxPosition		= Vector( 3.11, -2.53, 2 )	-- Default position against a wall.
SWEP.WallInfo.MaxAngles			= Vector( -20, 25, 0 )	-- Default anglase against a wall.
SWEP.WallInfo.StartDistance		= 75					-- Distance from a wall that checks start.

/* Fire modes					*/
/* ---------------------------- */
SWEP.FireMode					= 1						-- Current fire mode
SWEP.FireModes					= {}					-- All fire modes
SWEP.FireModes[1]				= {}					-- This fire mode is a sample single shot mode
SWEP.FireModes[1].Enabled		= true
SWEP.FireModes[1].PrintName		= "Auto"
SWEP.FireModes[1].PrintColor	= Color( 225, 25, 25, 255 )
SWEP.FireModes[1].Auto			= true
SWEP.FireModes[1].AutoReload	= false
SWEP.FireModes[1].AmmoTexture	= "VGUI/hud/Bullet44"
SWEP.FireModes[1].ShootDelay	= 0.1
SWEP.FireModes[1].Burst			= 1
SWEP.FireModes[1].BurstDelay	= 0.1
SWEP.FireModes[1].Recoil		= { Up = 1, Down = 1, Left = 1, Right = 1 }
SWEP.FireModes[1].Precision		= 0.97
SWEP.FireModes[1].Spread		= 0.01
SWEP.FireModes[1].Damage		= 40
SWEP.FireModes[1].Round			= "amtp_11x44_430"
SWEP.FireModes[2]				= {}
SWEP.FireModes[2].Enabled		= false
SWEP.FireModes[3]				= {}
SWEP.FireModes[3].Enabled		= false